00:37:798 (2,1) - This looks really weird to me. I strongly dislike this shape. Since slider shape is mostly subjective, consider trying a couple of different positions. If you can't find anything at all, keep it.

00:19:991 (1,2,3,4,5) - As I said in Hard, this feels anticlimactic, though in this mode, the jumps before make this not as bad, but I still feel it can be better emphasized. This persists through the whole map.

Miryle wrote:

Normal mod from my queue.

You know the colors, if not check siggy.~

00:08:279 (4,5) - Blanket.

00:13:574 (5) - NC? You did it everywhere else.

00:37:798 (2,1) - This looks really weird to me. I strongly dislike this shape. Since slider shape is mostly subjective, consider trying a couple of different positions. If you can't find anything at all, keep it.

00:40:044 - Could put a note here. I think i like this as the slower part without circles.

00:49:028 (4,1) - Blanket.~

00:50:633 (3,4) - ^

00:51:916 (1,4) - Stack these sliderheads please, it looks weird otherwise. Dont think it matters since there was such a long time between them

00:57:050 (1,2) - Use the same style as 00:57:050 (1)? 00:58:333 (2) - this feels too much like a forced blanket. [

01:00:579 - Could put a note here. If you do, remove NC on 01:00:900 (1).

01:14:697 (4,1) - Another blanket.

01:22:718 (1,1) - You could try to blanket these. The middle of the circle feels really empty.Cant make it work and i dont think its a huge problem right now

Mostly aesthetics, timing is fine.

01:22:718 (3) - This triggers me so hard I put it as the first point. Move the topmost control point please. This can be so easily fixed it's not even funny.

00:04:429 (2,3) - Imperfect blanket.

00:06:675 (2) - Unaligned, breaks the aesthetic here.

00:14:055 (2) - This is off of the playfield, you'll probably have to move this.

00:31:221 (8) - Move down slightly for a smoother transition into 00:31:381 (1).

00:19:991 (1,2,3,4,5) - As I said in Hard, this feels anticlimactic, though in this mode, the jumps before make this not as bad, but I still feel it can be better emphasized. This persists through the whole map.

00:22:558 (1,2,3,4,5) - Polygon creation tool (CTRL+Shift+D) would make a perfect star for you.~Ik but i dislike those perfect symmetry things.

00:40:365 (1,2,1,2) - The first two can be larger jumps, and the second two can be smaller jumps. Just to represent the music better... aaand also because I feel it's anticlimactic.

Hi. Here from my queue. I really like that you go with the melody in the Insane. Hope this helps!

[Insane]

00:01:702 – add a circle here (at 288, 160?)00:02:985 - if you do, you'll need to do something similar at 00:06:835 -

00:04:429 (4) – Test this as being just a circle. Doing so helps emphasize the strong beat at 00:04:751 (1) - imo.

00:11:488 (3) – I would just use ½ slider, but I almost never use the extended ¾ slider technique, so maybe that's just my perspective. It's worth giving it a test

00:11:488 (3,4) – these are slightly overlapping. It looks kind of odd. Either overlap stronger or don't overlap by using more spacing. Apply to the other ones like this.

00:12:611 (3,5) – blanket could be better

00:13:574 (2,3) – this felt too weak in the map since the guitar feels kind of strong here. One thing that I noted was that 00:14:055 – in particular felt like a strong guitar note, which lead me to a rhythm/spacing like this, so test out something similar: http://puu.sh/rsVHO/64b5956c01.jpg00:18:707 (2,3) – there are multiple instances of this

00:22:718 (2,3,4) – One concept that is important is having moments of rest. The (4) note feels strong in the song, so from my view, a strong spacing into it will represent that nicely. But in order to feel strong, the spacing into (4) needs to be big relative to the previous spacing into (3). Since not a lot is going on with the (3) note in the song, this might be a good place to relax your spacing in order to let (4) be the highlight/strong part of this pattern. Like maybe: http://puu.sh/rsVUw/ea2c5df155.jpg

00:24:804 (6,1,2,3) – To be honest, I think ignoring this suggestion will be easier without sacrificing much, but I do want to say this. The spacing at (1,2,3) doesn't feel like it represents the guitar well. The note at (3) has a strong guitar sound, yet it's given less spacing than the circle at (2). Strong notes should get strong spacing. Obviously, changing the spacing ruins the design. I would argue that in some ideal world there is an equally good design that leads to a better spacing and that you should explore that option. However, I dislike a fair amount of ranked maps that favor design over spacing, so I don't know if this is worthwhile for you to change.

00:28:975 (1) – Try this as two circles.

00:33:306 (4,5,6) – Try doing ctrl + G for the rhythm

00:36:515 (1,2,3,4,5,1,2) – This part feels slow, and I don't think the song feels this slow. I think adding circles on 00:36:996 – and the other red ticks and using sliders at 00:38:440 (4) - would help keep the map from not feeling slow while still accomplishing the original goals of your rhythm.

00:43:574 (4) – This is kind of a strong note, so try a spacing of ~1.90x to give it a little more emphasis00:46:782 (1,2,3,4,5,1,2,3,4) – In a similar vein, the 1st beat and the 3rd beat of these measures are kind of strong, so slight spacing increases into them might be nice

00:45:178 (4,5,1) – pishifat talks about how linear flows can be problematic, and I think you should apply some lessons from his video by making this have more of an angle: https://www.youtube.com/watch?v=ig7nTSbWwVc

00:51:916 (2) – This felt a little slow to me. I think it could be interesting to make the SV of this slider ~1.10x to go with the guitar sound, go back to ~.80x at 00:52:397 (3) - and then do similar speed ups at the other parts of the guitar at 00:53:199 (1) – and the other downbeats.

01:00:098 (3) – consider making this more restful. I tested this, and it was okay, but I think you might be able to find something else that's good too: http://puu.sh/rsXcy/42d570a2d1.jpg

01:02:183 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,1,2,3) – Find more places to include ½ rhythm

01:06:355 (2,3) – I didn't like this flow because you have to cut back away from the flow you start at (2) in order to get to (3) and I don't think the song warrants this type of energy.

00:11:809 (2,3) – I see why you made this ½ rhythm, but to me, it feels like the drum is very weak and the guitar is very strong that I'd rather you not syncopate here, but I don't know if this is actual good advice or whether I'm just not the target audience.

00:40:365 (3,4,5,6) – Make (4) have a clap and leave (5,6) both have no hitsounds.I'm not actually good at hitsounds, so make sure you get someone who is to check some of the other choices in the hitsounds.

pinataman wrote:

Hi. Here from my queue. I really like that you go with the melody in the Insane. Hope this helps!

[Insane]

00:01:702 – add a circle here (at 288, 160?) I think the current 1/1 fits the slower into well00:02:985 - if you do, you'll need to do something similar at 00:06:835 -

00:04:429 (4) – Test this as being just a circle. Doing so helps emphasize the strong beat at 00:04:751 (1) - imo.

00:11:488 (3) – I would just use ½ slider, but I almost never use the extended ¾ slider technique, so maybe that's just my perspective. It's worth giving it a test Yeah i think the extended slider works with the extended guitar ssound

00:11:488 (3,4) – these are slightly overlapping. It looks kind of odd. Either overlap stronger or don't overlap by using more spacing. Apply to the other ones like this. I personally dont see the aesthetic problem here, however, if someone else remarks it i shall change it.

00:12:611 (3,5) – blanket could be better

00:13:574 (2,3) – this felt too weak in the map since the guitar feels kind of strong here. One thing that I noted was that 00:14:055 – in particular felt like a strong guitar note, which lead me to a rhythm/spacing like this, so test out something similar: http://puu.sh/rsVHO/64b5956c01.jpg00:18:707 (2,3) – there are multiple instances of this

00:22:718 (2,3,4) – One concept that is important is having moments of rest. The (4) note feels strong in the song, so from my view, a strong spacing into it will represent that nicely. But in order to feel strong, the spacing into (4) needs to be big relative to the previous spacing into (3). Since not a lot is going on with the (3) note in the song, this might be a good place to relax your spacing in order to let (4) be the highlight/strong part of this pattern. Like maybe: http://puu.sh/rsVUw/ea2c5df155.jpg

00:24:804 (6,1,2,3) – To be honest, I think ignoring this suggestion will be easier without sacrificing much, but I do want to say this. The spacing at (1,2,3) doesn't feel like it represents the guitar well. The note at (3) has a strong guitar sound, yet it's given less spacing than the circle at (2). Strong notes should get strong spacing. Obviously, changing the spacing ruins the design. I would argue that in some ideal world there is an equally good design that leads to a better spacing and that you should explore that option. However, I dislike a fair amount of ranked maps that favor design over spacing, so I don't know if this is worthwhile for you to change.

00:28:975 (1) – Try this as two circles.

00:33:306 (4,5,6) – Try doing ctrl + G for the rhythm

00:36:515 (1,2,3,4,5,1,2) – This part feels slow, and I don't think the song feels this slow. I think adding circles on 00:36:996 – and the other red ticks and using sliders at 00:38:440 (4) - would help keep the map from not feeling slow while still accomplishing the original goals of your rhythm.

00:43:574 (4) – This is kind of a strong note, so try a spacing of ~1.90x to give it a little more emphasis00:46:782 (1,2,3,4,5,1,2,3,4) – In a similar vein, the 1st beat and the 3rd beat of these measures are kind of strong, so slight spacing increases into them might be nice

00:45:178 (4,5,1) – pishifat talks about how linear flows can be problematic, and I think you should apply some lessons from his video by making this have more of an angle: https://www.youtube.com/watch?v=ig7nTSbWwVc

00:51:916 (2) – This felt a little slow to me. I think it could be interesting to make the SV of this slider ~1.10x to go with the guitar sound, go back to ~.80x at 00:52:397 (3) - and then do similar speed ups at the other parts of the guitar at 00:53:199 (1) – and the other downbeats.

01:00:098 (3) – consider making this more restful. I tested this, and it was okay, but I think you might be able to find something else that's good too: http://puu.sh/rsXcy/42d570a2d1.jpg

01:02:183 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,1,2,3) – Find more places to include ½ rhythm I dont think its doable while adhering to the song, ive tried. I can increase spacing to further emphasize this part.

01:06:355 (2,3) – I didn't like this flow because you have to cut back away from the flow you start at (2) in order to get to (3) and I don't think the song warrants this type of energy. I think its quite alright atm

00:12:130 – I'd prefer to see a note on this downbeat with a rhythm like maybe: http://puu.sh/rt1tC/acc5b96e69.jpgDont think its a big problem since there isnt a beat on the down'beat'

00:13:092 (5,1) – This 1/1 gap is a little awkward, try making (5) into a 1/1 slider

00:15:338 – The strong note in both the drum and the guitar is here, so make this clickable. This was a bit of a problem i had. I wanted consistant hitsounding so i just hitsounded the white ticks even though i didnt map the white ticks (because that would be weird since they are wildly inconsistant. Id be more open to changing the hitsounding than the slider tbh00:17:264 - ^ (well, at least with the way you hitsounded it)00:19:189 - ^and more

00:11:809 (2,3) – I see why you made this ½ rhythm, but to me, it feels like the drum is very weak and the guitar is very strong that I'd rather you not syncopate here, but I don't know if this is actual good advice or whether I'm just not the target audience.

00:40:365 (3,4,5,6) – Make (4) have a clap and leave (5,6) both have no hitsounds.I'm not actually good at hitsounds, so make sure you get someone who is to check some of the other choices in the hitsounds.

00:13:574 (1,2,3,4) - I know you're mapping to the guitar here, just this part feels very unintuitive to play imo. I strongly recommend that you reformulate the rhythm choice here along with similar sections, with the main focus being on the white ticks. As for the rhythm I recommend: http://puu.sh/runet/70c698faf2.jpg . I think it would be best to passively map this part since there is a lot going on in the music and there's not enough freedom given in easier diffs to properly express this part of the music. Nothing on the red ticks truly stand out here, so I think it would be best to play it safe and map to the white ticks with sliders.

00:23:360 (4) - There are a lot of instances where the difference in DS between previous and next note are >= 0.03. Gameplaywise this doesnt make a difference but I'm unsure if the ranking guidelines approve of this. Might want to confirm with a BN.

00:43:574 (4,1) - Could probably blanket this better

01:06:034 (3) - Less curve on this

01:08:280 (2,3) - rip blanket

01:27:050 (3) - Don't know if this is acceptable in easy diffs. Yes this is at the end of the map but still it's difficult for new player to determine when 1/2 sliders will stop repeating which may cause combo break from players panic releasing the slider. Might want to confirm with a BN.

[Normal]

00:04:429 (2,3) - I know the 00:04:429 (2) - is catered to the blanket with 00:05:391 (4) - . But still, it would look nicer if 00:04:429 (2,3) - were blanketed better

Honestly I had a hard time getting a good acc on this >.> I think some of the rhythm choices here are too complex or difficult for a normal diff

00:18:226 (6,1,2) - This is really weird flow. The player has to move their cursor to hit 00:18:547 (1) - then speed up while moving in the same direction to hit 00:18:707 (2) - . Ends up being very awkward movement. Can be fixed by overlapping more http://puu.sh/ruqsm/fc0575a078.jpg so that the player doesn't have to move their cursor in order to hit the circle after the extended slider.

00:17:103 (5,5) - stacking off

01:27:371 (5,7) - blanket

Gl, hope this helps

Last edited by mardoka2016-10-01T21:06:48+00:00, edited 1 time in total.

00:13:574 (1,2,3,4) - I know you're mapping to the guitar here, just this part feels very unintuitive to play imo. I strongly recommend that you reformulate the rhythm choice here along with similar sections, with the main focus being on the white ticks. As for the rhythm I recommend: http://puu.sh/runet/70c698faf2.jpg . I think it would be best to passively map this part since there is a lot going on in the music and there's not enough freedom given in easier diffs to properly express this part of the music. Nothing on the red ticks truly stand out here, so I think it would be best to play it safe and map to the white ticks with sliders.

00:23:360 (4) - There are a lot of instances where the difference in DS between previous and next note are >= 0.03. Gameplaywise this doesnt make a difference but I'm unsure if the ranking guidelines approve of this. Might want to confirm with a BN.

00:43:574 (4,1) - Could probably blanket this better

01:06:034 (3) - Less curve on this

01:08:280 (2,3) - rip blanket

01:27:050 (3) - Don't know if this is acceptable in easy diffs. Yes this is at the end of the map but still it's difficult for new player to determine when 1/2 sliders will stop repeating which may cause combo break from players panic releasing the slider. Might want to confirm with a BN.

[Normal]

00:04:429 (2,3) - I know the 00:04:429 (2) - is catered to the blanket with 00:05:391 (4) - . But still, it would look nicer if 00:04:429 (2,3) - were blanketed better

Honestly I had a hard time getting a good acc on this >.> I think some of the rhythm choices here are too complex or difficult for a normal diff

00:13:574 (1,2,3,4,5,6) - Something like this seems so brutal imo

This was actually the only thing i disagreed with in the entire mod! This map is certainly in the upper echelons of difficulty for a Normal diff but i think that when you look at maps around it in SR, they have similair rhythm choices.

00:18:226 (6,1,2) - This is really weird flow. The player has to move their cursor to hit 00:18:547 (1) - then speed up while moving in the same direction to hit 00:18:707 (2) - . Ends up being very awkward movement. Can be fixed by overlapping more http://puu.sh/ruqsm/fc0575a078.jpg so that the player doesn't have to move their cursor in order to hit the circle after the extended slider.

00:17:103 (5,5) - stacking off

01:27:371 (5,7) - blanket

Gl, hope this helps

Thank you! I put a response in there on the only thing that i actually disagree with.

So yeah this is my first ever mod i'll be checking all diffs. (also formatting isn't really what i do best but yeah i'll just list stuff)

[Easy]

_ 00:36:515 (1) - This slidershape makes the cursor movement unbalanced (as in you pretty much stop for the first half) i don't think that's necessary_ 00:45:499 (3,4) - Really nazi, make 4 on the same line as 3's sliderpath, just for the aesthetics_ 01:00:900 (1,2) - ^_ 01:02:183 (1) - This slidershape is pretty complex and unintuitive for new players i'd suggest using only one red anchor on this

[Normal]

_ 01:00:900 (3,4) - I think you could replace these by a simpler 1/1 slider, it would make more sense since you use this 00:57:691 (2,3,4) - during the build up and it feels like it's going down at this part_ 01:20:151 (1) - Personal opinion, a shape like this looks better_ 01:22:718 (3) - This could look perfect if you made the 3 white points on the top symmetrical

[Hard]

_ 00:34:269 (2,3) - This blanket feels pretty forced because of the way you actually play the slider. The spacing between these two is a bit small and awkward i think you could do something like this and also make 00:33:948 (1,2) - these two identical and just ctrl g 1

[Insane]

_ 00:11:488 (3,3,3,3) - Personal opinion, these type of sliders in such a "hype" part are unfitting as they don't really force any motion, you basically just tap and hold without moving your cursor at all. I think it would be better if you used curves like these 00:15:659 (5) - _ 00:13:895 (3,4,5,6) - this is good as it is but it would play better if you made 00:14:055 (4,5,6) - this angle wider because right now the motion up to 6 is really snappy. So something like this_ 00:21:435 (2) - You should give this more spacing while keeping the blanket_ 00:27:691 (1,2,3,4) - Same as before, the wide angle leading to a much narrower is a bit uncomfortable to play. Try something like this_ 00:29:777 (6) - I understand that you went increasing then dicreasing the distance but the transition is a bit harsh, give this more spacing_ 00:38:440 (4,5,1,2) - Really minor and personal but, these feel weird considering the vocals hold longer than 00:40:365 (1,2,1,2) - . You could make them different in some way but that's up to you_ 00:43:574 (4,5,1) - Try something like this i individually ctrl+g'd 5 and 1 so 4 and 5 have a more natural flow and 1 gives good emphasis on the down beat and feels better leading to what's next. _ 00:51:595 (1,2) - add finish on both heads? there's a cymbal_ 00:56:729 (7) - not sure if this is intentional but it's not aligned with the stream_ 01:00:900 (1,2) - For aesthetics i think this would look cooler if you copypasted 1 and ctrl+h'd it (https://osu.ppy.sh/ss/6225445) and don't forget to put the right hitsounds on the copypasted slider of course_ 01:02:504 (2,3,4) - osu.ppy.sh/ss/6225476 you could do this to have a more natural flow, right now 2 and 3 force the player to snap and do their motion properly. What i did was swapping 3 and 4's rhythm and stacked 4's tail on 2's tail_ 01:07:317 (1,2,3) - The blanket on 1 and 2 is a bit forced here, you don't have to have them so close to each other, you could give those 3 more spacing_ 01:15:659 (3,4,5,6,1,2) - This is nice_ 01:27:691 (7) - Turn this into a circle, to make the endings consistent with the rest of the set

Alright that's it, i hope it helped somehow and also i noticed that you updated the map while i was modding so if stuff seem irrelevant or anything just ignore them. Really really sorry for the poor mod on easier diffs

LeeSinOrAfk wrote:

Hey, from my NM queue.

So yeah this is my first ever mod i'll be checking all diffs. (also formatting isn't really what i do best but yeah i'll just list stuff)

[Easy]

_ 00:36:515 (1) - This slidershape makes the cursor movement unbalanced (as in you pretty much stop for the first half) i don't think that's necessary Dont think its a problem atm but if more people remark it then i shall change it_ 00:45:499 (3,4) - Really nazi, make 4 on the same line as 3's sliderpath, just for the aesthetics_ 01:00:900 (1,2) - ^_ 01:02:183 (1) - This slidershape is pretty complex and unintuitive for new players i'd suggest using only one red anchor on this

[Normal]

_ 01:00:900 (3,4) - I think you could replace these by a simpler 1/1 slider, it would make more sense since you use this 00:57:691 (2,3,4) - during the build up and it feels like it's going down at this part I think it does a good job of hyping this bridge in the music (while also fitting the vocals ofc)_ 01:20:151 (1) - Personal opinion, a shape like this looks better_ 01:22:718 (3) - This could look perfect if you made the 3 white points on the top symmetrical

[Hard]

_ 00:34:269 (2,3) - This blanket feels pretty forced because of the way you actually play the slider. The spacing between these two is a bit small and awkward i think you could do something like this and also make 00:33:948 (1,2) - these two identical and just ctrl g 1

[Insane]

_ 00:11:488 (3,3,3,3) - Personal opinion, these type of sliders in such a "hype" part are unfitting as they don't really force any motion, you basically just tap and hold without moving your cursor at all. I think it would be better if you used curves like these 00:15:659 (5) - _ 00:13:895 (3,4,5,6) - this is good as it is but it would play better if you made 00:14:055 (4,5,6) - this angle wider because right now the motion up to 6 is really snappy. So something like this_ 00:21:435 (2) - You should give this more spacing while keeping the blanket_ 00:27:691 (1,2,3,4) - Same as before, the wide angle leading to a much narrower is a bit uncomfortable to play. Try something like this_ 00:29:777 (6) - I understand that you went increasing then dicreasing the distance but the transition is a bit harsh, give this more spacing_ 00:38:440 (4,5,1,2) - Really minor and personal but, these feel weird considering the vocals hold longer than 00:40:365 (1,2,1,2) - . You could make them different in some way but that's up to you I like the current way which it calms down the map _ 00:43:574 (4,5,1) - Try something like this i individually ctrl+g'd 5 and 1 so 4 and 5 have a more natural flow and 1 gives good emphasis on the down beat and feels better leading to what's next. _ 00:51:595 (1,2) - add finish on both heads? there's a cymbal Think that would sound out of place with the chillness of this part._ 00:56:729 (7) - not sure if this is intentional but it's not aligned with the stream_ 01:00:900 (1,2) - For aesthetics i think this would look cooler if you copypasted 1 and ctrl+h'd it (https://osu.ppy.sh/ss/6225445) and don't forget to put the right hitsounds on the copypasted slider of course_ 01:02:504 (2,3,4) - osu.ppy.sh/ss/6225476 you could do this to have a more natural flow, right now 2 and 3 force the player to snap and do their motion properly. What i did was swapping 3 and 4's rhythm and stacked 4's tail on 2's tail_ 01:07:317 (1,2,3) - The blanket on 1 and 2 is a bit forced here, you don't have to have them so close to each other, you could give those 3 more spacing_ 01:15:659 (3,4,5,6,1,2) - This is nice_ 01:27:691 (7) - Turn this into a circle, to make the endings consistent with the rest of the set

Alright that's it, i hope it helped somehow and also i noticed that you updated the map while i was modding so if stuff seem irrelevant or anything just ignore them. Really really sorry for the poor mod on easier diffs

Thanks! I mained Lee sin yers ago when i played btw ^^. I put some comments on stuff i wont change atm

_Kise wrote:

Insane

► 00:12:451 (2,4) - fix blanket► 00:20:633 (1) - maybe nc here to highlight jumps? Think that creates too many NCs in a short period of time► 00:22:237 (5,2) - fix blanket► 00:28:012 (2,3,4) - maybe make here a perfect triangle? https://osu.ppy.sh/ss/6232159No, the last note has bigger emphasis so bigger spacing there► 00:30:900 (1) - maybe nc here to highlight jumps? Think that creates too many NCs in a short period of time► 00:30:740 (1) - you should add note here and make an additional jump like https://osu.ppy.sh/ss/6232188 or https://osu.ppy.sh/ss/6232194Its mapped to the guitar and there is no guitar sound► 00:32:504 (5) - stack with 00:31:060 (4) - or 00:31:221 (4) - if you added a jump ^► 00:32:023 (3,1) - fix blanket /move 00:32:023 (3) - to 116 304► 00:33:306 (1) - maybe nc?► 00:40:365 (1,2) - i would make those different because here we have drums and 00:41:007 (1,2) - only claps► 00:48:066 (1) - maybe stack? move to 413 169 Creates two dodgy overlaps► 00:49:028 (4) - stack with 00:47:103 (2) - ?► 00:50:633 (1) - nc?► 00:50:953 (2,3) - maybe slider instead of 2 circles? Doesnt transition as well into the calmer part of the song► 01:03:146 (4) - stack with 01:02:504 (2) - end► 01:03:788 (2) - stack with 01:01:942 (7) - and also fix 01:04:750 (1) - then so they all stack The first 2 notes you mention are quite long between them so a stack doesnt become noticable when playing. The other two notes are stacked► 01:07:638 (2,3) - stack with 01:06:675 (3) - end https://osu.ppy.sh/ss/6232298► 01:22:076 (1) - nc► 01:27:050 (1) - nc?

Hard

► 00:17:103 (5,1,2) - rhythm variations? I suggest you remain this pattern 00:15:980 (1,2,3) - because there is nothing important on the red tick 00:17:424 (1) - the guitar has different rhythm in the two sounds you highlight here, in the first one i think there is a sound starting on red tick while not in the second► 00:22:558 (1,2,3) - ^ (maybe it's my personal preference - if you won't change them just ignore these observations)► 00:30:740 - missing note i would say (i mentioned it earlier)► 01:11:007 (4,1) - maybe stack here with 01:10:365 (2,3) - ?► 01:24:643 (1,3) - fix blanket► 01:24:643 (1,4) - ^ you can move 01:25:285 (4) - to 314 48 (disable grid)

In conclusion, I can say that your maps are good, just fix those tiny issues.Good luck.

00:13:574 (2) - This slider ends on a strong beat, this feels bad to play, change this pattern with circle+slider (https://mark101.s-ul.eu/WTWiofPX)00:14:536 (7) - I'd change this to a 5 tick sliders (in less words, it has to end in 00:14:777), since in 00:14:697 there is no sound. It'd feel better to play.00:17:103 (5) - Move this slider to 00:16:943, 00:17:264 is the beginning of the new combo, where you placed the jumps.00:18:707 (2,3) - These two sliders end on a strong beat, place a slider at 00:18:547 (1) - instead of a circle, and follow the same pattern.00:19:670 (6) - NC? 00:19:991 (1) - If you apply NC in 00:19:670 (6) - as you should (must), remove NC here.00:20:633 (3) - Not so necessary, but I'd place a NC also here.00:22:237 (5) - Same of 00:17:103 (5) -.00:23:841 (2,3) - Same of 00:18:707 (2,3) -00:24:804 (6) - Same of 00:14:536 (7) -.00:27:371 (5) - Same of 00:17:103 (5) -.00:27:691 (1) - ends on a strong beat, fix the precedent issue and place a slider at 00:27:85200:28:814 (6) - You have to put NC here and remove it from 00:28:975 (1) -.00:29:937 (7) - NC00:30:900 (3) - NC (even if not particularly necessary)00:46:622 - You forgot to map this beat, it's lower than the other sounds but it must be mapped.00:50:552 (8) - This sound is not present. The "streamy" sound is present only in 00:50:312 (5,6,7) - 01:16:622 (2) - I'd stack this with 01:16:301 (1) -, using this spacing looks really bad01:21:675 (3) - This sound is not present, you can't map a circle here.01:24:483 - like 00:46:622 -, there is a low sound that must be mapped anyway.

Finished.

If you have any question, or you didn't understand the mod, please contact me privately, I know i suck at explaining errors.

Mark101 wrote:

Small check to your Insane

This was mapped to the guitar, hence some strong beats in the drums fell on sliderends. A couple of the changes (i will disclose which) still worked with the guitar when changed to accomodate the strong beats while some just sounded off completely.

00:13:574 (2) - This slider ends on a strong beat, this feels bad to play, change this pattern with circle+slider (https://mark101.s-ul.eu/WTWiofPX) This works with guitar00:14:536 (7) - I'd change this to a 5 tick sliders (in less words, it has to end in 00:14:777), since in 00:14:697 there is no sound. It'd feel better to play. Messes up the hitsound structure00:17:103 (5) - Move this slider to 00:16:943, 00:17:264 is the beginning of the new combo, where you placed the jumps. This is one of those cases where the guitar ligns up with a red tick and ends on a white one.00:18:707 (2,3) - These two sliders end on a strong beat, place a slider at 00:18:547 (1) - instead of a circle, and follow the same pattern. ^00:19:670 (6) - NC? IDK about this one tbh. I still see this as the last note in the jumping section, that is the logic behind not NCing. NCing this also adds complication since it removes the slider followpoint or w/e its called which is very nice to have during jumps.00:19:991 (1) - If you apply NC in 00:19:670 (6) - as you should (must), remove NC here.00:20:633 (3) - Not so necessary, but I'd place a NC also here.00:22:237 (5) - Same of 00:17:103 (5) -. Guitar00:23:841 (2,3) - Same of 00:18:707 (2,3) - ^00:24:804 (6) - Same of 00:14:536 (7) -. Guitar and there actually isnt a beat here00:27:371 (5) - Same of 00:17:103 (5) -. Guitar and the beat here is barely audible anyways00:27:691 (1) - ends on a strong beat, fix the precedent issue and place a slider at 00:27:852 This one works00:28:814 (6) - You have to put NC here and remove it from 00:28:975 (1) -.00:29:937 (7) - NC00:30:900 (3) - NC (even if not particularly necessary)00:46:622 - You forgot to map this beat, it's lower than the other sounds but it must be mapped. I did not forget. This entire section lines up with the vocals and here the vocals take a break, hence the map does aswell.00:50:552 (8) - This sound is not present. The "streamy" sound is present only in 00:50:312 (5,6,7) - Good catch01:16:622 (2) - I'd stack this with 01:16:301 (1) -, using this spacing looks really bad Changed01:21:675 (3) - This sound is not present, you can't map a circle here. It is, its the same as 01:21:836 - but weaker 01:24:483 - like 00:46:622 -, there is a low sound that must be mapped anyway.

Finished.

If you have any question, or you didn't understand the mod, please contact me privately, I know i suck at explaining errors.

00:01:541 (3,3) - why not sliders? it would emphasize the held syllable "m UI te"... or just map it like you did here 00:06:033 - My rationale was that the map should start very 'light' aka with just circles while then when it repeats the "Acchi Muite" part, i go for slider to make it a bit more meaty. Idk if that makes any sense to the outside

00:13:574 - hitcircle, 00:13:734 - slider, and 00:14:055 - . what this will do is capture the percussion the same but the guitar strums more accurately Fixed these

00:17:424 - same applies here

00:23:841 - ^

00:27:691 - ^

00:28:975 - ^

01:10:526 (3,1) - cluttered stack

ctrl a, right side is so empty xD

00:01:542 (3,3) - again, why not sliders as a way to simulate held vocal syllables? Same rationale as hard.

misakiakill wrote:

HY~ just some quick mod :v[General]-maybe,you should put "スイミー" in artist and "あっちむいて" in tittle-and put (TV SIZE) or -anime ver.- in it-put 銀魂゜(gintama) in tags if you want-Make your own custom colors

00:28:814 (1,2,3,4,5,6,7,8) - This pattern looks messy In the editor, yes a bit, in-game however i think it looks fine01:03:467 (1) - move into X=288 and Y=15201:03:788 (2) - and X=252 Y=24001:13:734 (1,2) - why dont make itlike this? 00:18:226 (6,1) - Because the music is different00:15:659 (5,1) - same^ ^00:25:927 (5,1) - ^ ^01:12:130 (4,1) - move into X=16 Y=15200:14:376 (6,7) - i think,its too hard to read it I would have agreed with you if 00:14:376 (6,1) - were stacked but since their stack is off to make it more readable, i think its fine.00:18:547 (1,2) - its too far i think i nerfed it slightly but i still think it should be a long jump.